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#231 |
Explorer
Join Date: Jan 2006
Location: USA
Posts: 921
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#232 | |
Explorer
Join Date: Jul 2018
Location: Serbia
Posts: 825
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#233 |
Explorer
Join Date: Jan 2006
Location: USA
Posts: 921
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#234 |
Explorer
Join Date: Oct 2011
Posts: 719
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Is it just me, or is there something wrong with Lara's left arm when she's holding the shotgun. Only noticed with GLRage and Tomb1main, currently unable to check the dos and 3dfx versions due to having cleaned out some disc images some time ago.
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#235 |
Explorer
Join Date: Oct 2011
Posts: 719
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Another thing popped up that I didn't think would occur since I hadn't had the issue in a while... or at least with the particular level files I was using. This could be due to me using level files converted and maybe slightly modified from the ones available on TombRaiderChronicles rather than the TRGold files actually included on the github. Save game contamination from older saves could also be a factor.
In testing TRGold, I came across the old crash of jumping into hole at the end of Atlantian Stronghold. The odd thing is, I didn't encounter the issue when playing from an old save made a little earlier in the level, just a newer save much closer to the end. Another thing is it seems to only occurs if I kill the 2 flying atlantean mutants that spawn in the area that you jump from. Here's the error message: The exception Interger division by zero. (0xc0000094) occurred in the application at location 0x0000000000534D72 EDIT: Nevermind. I thought it might've been a Tomb1main thing, but occurs on GLRAGE as well. I guess I just didn't play the level thoroughly enough, or saved often enough, back then to have ever encountered the issue. Last edited by Kirishima; 26-02-22 at 12:36. |
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#236 | |
Explorer
Join Date: Jan 2006
Location: USA
Posts: 921
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#237 |
Explorer
Join Date: Oct 2011
Posts: 719
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I know that. I thought it was fixed in the one I've been using since I never encountered it back then, but it turns out I was wrong... or maybe I was saving in spots before it could occur... Anyway, it seems possible to sort out ingame, at least in Tomb1main.
Last edited by Kirishima; 26-02-22 at 20:50. |
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#238 |
Hobbyist
Join Date: Mar 2022
Posts: 5
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Hi there! I recently started playing through Tomb Raider 1 using the Tomb1Main patch and i like it a lot. But i quickly noticed that the secret sound that plays is noticeably more lo-fi compared to what it sounds like in other versions. It seems that Tomb1Main doesn't make use of the Track13.flac file from the Music folder (using the Automated Fix) for this particular sound. The version used instead contains a significant amount of "hissing" in the background that cuts off abruptly at the end, which is much more pronounced than in the version of the same file contained in Track13.flac, for example. Since the sound is not stored in the music folder, I can't replace it or access it at all.
Can we get a more high fidelity version of the secret sound or just use the one from the music folder in a future release? And just out of curiosity, where is the secret sound stored that Tomb1Main makes use of?? Last edited by QinShi; 12-03-22 at 21:01. |
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#239 |
Explorer
Join Date: Oct 2011
Posts: 719
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@QinShi
The PC version initially uses internal 8bit PCM samples for the Secret chime and the various npc enemy banter rather than redbook audio like the console versions. I'm guessing you're using the default settings for Tomb1main, one of which prevents the secrets chime from interrupting music. I'm not too sure about it since I've always had it set to false before trying it out, but in the Tomb1main.json5 file, you can try changing the setting "fix_secrets_killing_music" to false instead of true to see if that changes anything since the flac is being used for me instead. Last edited by Kirishima; 13-03-22 at 09:47. |
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#240 |
Hobbyist
Join Date: Mar 2022
Posts: 5
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@kirishima
Hey, thank you very much! That works like a charm. Pity that the flac isn't used for the fix_secret_killing_music option, i like having the ability to stop the secret sound from cutting off the music. But if i have to choose, then I rather stick with the cut-offs and cleaner audio samples. Last edited by QinShi; 13-03-22 at 15:23. |
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